#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(binding = 0) uniform Ubo {
    mat4 proj;
    mat4 view;
} ubo;

layout(location = 0) in vec3 inPosition;

void main() {
    gl_PointSize = 1.0;
    gl_Position = ubo.proj * ubo.view * vec4(inPosition, 1.0);
}